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Halo: Campaign Evolved - The Silent Cartographer

As World Lead for this map, my responsibilities were to work across disciplines to plan, manage and execute Art Direction's vision. Generally, the day-to-day focus was on building compelling, but optimized exterior compositions, while trying to push mesh density and detail as far as possible with respect to pathing and readability for gameplay spaces.

While I had the distinction of being the Lead World Artist on The Silent Cartographer, indeed several developers across all visual and technical disciplines, as well as our partner teams, came together to realize our collective re-imagining of this iconic map.

Credit to my colleagues, Nate Castronovo and Chiyo Lai for their material and asset work, John Flath and Ned Gasorntip for the Hard Surface and Forerunner dungeons, and Logan McLure and Tyler Feddeler for their technical and visual collaboration and patronage over the PCG implementation on the island, as well as additional World Building. Additional credit to Nate Castronovo for his work in World Art and Art Leadership here. Thanks to Chris Matthews and Donnie Taylor for Art Direction, and our talented lighting team who worked hard to solve some pretty cutting edge challenges. Finally, thanks to Ryan Kuehn and Nate Castronovo for the trees throughout, and Ryan for the robust water and ocean simulation.

Some dungeon areas required kitbashing and improvisation to meet deadlines. This is one such area that I built out for the interior dungeon space.

Some dungeon areas required kitbashing and improvisation to meet deadlines. This is one such area that I built out for the interior dungeon space.

Reverse view of the large pedestal room.

Reverse view of the large pedestal room.

Our team's desire was to build out something that would hold up under micro scrutiny. Detail was a priority.

Our team's desire was to build out something that would hold up under micro scrutiny. Detail was a priority.

4k Capture/Exploration by DayDream Gaming